diff --git a/docs/gallium/buffermapping.rst b/docs/gallium/buffermapping.rst index b876ad971e9..51f57ea4ec1 100644 --- a/docs/gallium/buffermapping.rst +++ b/docs/gallium/buffermapping.rst @@ -20,7 +20,7 @@ behavior. Portal 2 ======== -.. code-block:: console: +.. code-block:: console 1030842 glXSwapBuffers(dpy = 0x82a8000, drawable = 20971540) 1030876 glBufferDataARB(target = GL_ELEMENT_ARRAY_BUFFER, size = 65536, data = NULL, usage = GL_DYNAMIC_DRAW) @@ -54,7 +54,8 @@ the GPU access from the previous frame has completed. This pattern of incrementing ``glBufferSubData()`` offsets interleaved with draws from that data is common among newer Valve games. -.. code-block:: console: +.. code-block:: console + [ during setup ] 679259 glGenBuffersARB(n = 1, buffers = &1314) @@ -92,7 +93,7 @@ during setup. Terraria ======== -.. code-block:: console: +.. code-block:: console 167581 glXSwapBuffers(dpy = 0x3004630, drawable = 25165844) @@ -113,7 +114,7 @@ synchronization. Don't Starve ============ -.. code-block:: console: +.. code-block:: console 7251917 glGenBuffers(n = 1, buffers = &115052) 7251918 glBindBuffer(target = GL_ARRAY_BUFFER, buffer = 115052) @@ -141,7 +142,7 @@ always happen at the end of the next frame. Euro Truck Simulator ==================== -.. code-block:: console: +.. code-block:: console [usage of VBO 14,15] [...] @@ -198,7 +199,7 @@ different buffer. Plague Inc ========== -.. code-block:: console: +.. code-block:: console 1640732 glXSwapBuffers(dpy = 0xb218f20, drawable = 23068674) 1640733 glClientWaitSync(sync = 0xb4141430, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED @@ -245,7 +246,7 @@ ranges when in explicit mode. Darkest Dungeon =============== -.. code-block:: console: +.. code-block:: console 938384 glXSwapBuffers(dpy = 0x377fcd0, drawable = 23068692) @@ -275,7 +276,7 @@ frame. Tabletop Simulator ================== -.. code-block:: console: +.. code-block:: console 1287594 glXSwapBuffers(dpy = 0x3e10810, drawable = 23068692) 1287595 glClientWaitSync(sync = 0x7abf554e37b0, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED @@ -305,7 +306,7 @@ the current frame, so the unsynchronized access to the buffers is safe. Hollow Knight ============= -.. code-block:: console: +.. code-block:: console 1873034 glXSwapBuffers(dpy = 0x28609d0, drawable = 23068692) 1873035 glClientWaitSync(sync = 0x7b1a5ca6e130, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED @@ -343,7 +344,7 @@ frame's buffer. Borderlands 2 ============= -.. code-block:: console: +.. code-block:: console 3561998 glFlush() 3562004 glXSwapBuffers(dpy = 0xbaf0f90, drawable = 23068705)